I agree. More âbling on the blogâ as rea puts it, would be fantastically accepted. I check the blog everyday to be a little more than disappointed :(.
Well, I love the confidence you have in our devs, but creating a cool new shader every week and describing it in a blog post could potentially eat up a full day or more depending on the shader⌠Water4 took a little longer than 2 hours for example
Plus, youâre not taking into account that once we release âsuper cool shader Xâ we are then expected to support any and all idiosyncrasies that occur with people using it in their productions.
We agree that we could be posting more frequently, but as others said youâd probably rather have our best devs actually developing than making blog posts. And people like Olly have been doing a good job with his art topics and theyâll only get better.
But besides shaders what else would you guys like us to be talking about? Make some good suggestions and maybe weâll get better at talking about whatâs going on âbehind the curtainsâ here.
We do have a similar thing here called âFridays are for funâ but unfortunately theyâre not encouraged enough so most people work through them. We also have âNinja Campâ 3 times a year where we all get together for a week and work on something weâve really wanted to but simply havenât had the time for. Those are of course blogged about:
There are two ways them doing this:
1 - they tell us after the new cool features come out and weâll all download and play with the new stuff and be happy
2 - they tell us in advance what to look forward to. We imagine all sorts of great stuff and then when we see it and it doesnât live up to the fantastic images we painted in our head, we get disappointed.
Itâs also possible that not all features they announce make it to the release build â even bigger disappointment.
Whatâs the benefit of knowing whatâs possibly going to be in the software a year from now anyway?
Are you perhaps addicted to news?
Tips, tricks, optimizations - to be honest, the blog seems like it needs to be unity orienated, not nessisary unity staff specific, why not get contributers who are already doing cool unity stuff and feature them anything that makes a dev go hey, I didnât think of that, but maybe next time could be a really cool reason to tune into the blog more
Agreed, love to see more stuff on the blog, but it doesnt have to be big or complicated, just whatever has interested the dev posting. Code snippets theyâve found helpful, prototype webplayers, assets they;ve made and are happy to distribute, basically a few words about what they been messing around with and why thatâs interesting for them. Stuff theyâve been doing on Fun Fridays (which should definitely be taken advantage of if itâs on offer from the boss!!! i bet you work through lunch too you suckers ;p)
Some Unity developers have created projects that do not pass the âCertified to work in every situation and keep Unity Engineâs great name greatâ qualification. But they have produced something that under certain circumstances works. Those projects could come to us as "Without guarantee " projects, if they desire so, along with some lines describing the project. Not a huge time waist, the projects already exist.
It is educational to see code written by Unity developers. It would be really helpful to see some code snippets, commented. Not to mention art workflow explained. There are many big projects that come as part of Unity installation. There is a tone of work that Unity artists and coders have put in those projects. All of them are given without many explanations. I understand the difficulty of creating a demo and adding new features in the Editor, while following the pre-announced timeline AND explaining the techniques used. From my point of view, the effort put in the demo ( e.g AngryBots ) is not exploited enough by Unity. Sure, demos are impressive and attract new users. Their educational value though is limited. " The art should be taught or be stealed ". We have to âstealâ the techniques demomakers use. Couldnât those be taught instead ? Some words from a developer or an artist describing the techniques they choose in the demo. Not a huge time waist, code and art assets exist already. Put an " those techniques are not suggested, it is the artistâs/coderâs personal choices at that certain moment under great pressure " mark with big letters and just explain them : )
There is work that is not exposed enough. I would be so interested in seeing a page that keeps log of changes in Unity documentation, in a chronological order. Lately there are silent changes in documentation and I would like to know when new pages or updates occur, so I can check new examples. ( It would also be so nice if we could comment those pages for clarifications and user submitted examples, you have an active community, use it ) !
I also noticed some new ( for me at least ) video tutorials in the video section. The only link I found so far that leads to the video section is in this post. I was not aware that a video section exists ! Where is its link ? When was it announced or mentioned before ? I might not be so well informed, maybe I have skipped this announcement but I have a feeling that video section could be more exposed. Especially since it is updated more frequently than the blog !
My point : People who work in Unity do work hard. Pack some things you already made in some unofficial series of short frequent posts ( 1 - 2 per week ), expose a little bit more what you are already doing and everybody is happy, we get the impression that you care more and you get the smiley customer face more often : )